void R_DrawParticle(particle_t *p)
{
#else
-void R_DrawParticleCallback(const void *calldata1, int calldata2)
+void R_DrawParticle_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
- const particle_t *p = (particle_t *)calldata1;
+ const particle_t *p = particles + surfacenumber;
rmeshstate_t m;
#endif
pblend_t blendmode;
if (DotProduct(p->org, r_viewforward) >= minparticledist || p->type->orientation == PARTICLE_BEAM)
{
if (p->type == particletype + pt_decal)
- R_DrawParticleCallback(p, 0);
+ R_DrawParticle_TransparentCallback(0, i, 0);
else
- R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
+ R_MeshQueue_AddTransparent(p->org, R_DrawParticle_TransparentCallback, NULL, i, NULL);
}
}
}